;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
12      ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Air Battle Analysis,6,-2,  U1,  nil, 3, 0    ; AFl
T-34 Shock,         6,-2,  U1,  nil, 0, 0    ; Alp
Tiger Shock,        6,-2,  U1,  nil, 3, 0    ; Amp
Electric Turrets,   7,-1,  Tra, nil, 1, 0    ; Ast
Medium Chassis,     7,-1,  Tra, Ind, 2, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Advanced Economics, 5, 1,  Cur, nil, 1, 1    ; Ban
Panzer II,          7,-2,  Tra, E2,  0, 4    ; Bri
M3 Stuart,          7,-2,  Rep, nil, 0, 4    ; Bro
Propoganda,         6, 0,  nil, nil, 0, 2    ; Cer
Panzer III,         6,-2,  Ato, Bri, 1, 4    ; Che
Matilda II,         6,-2,  Tra, Rep, 1, 4    ; Chi
Internal Security,  5, 0,  Cer, nil, 0, 2    ; CoL
BT-7,               7,-2,  Fun, nil, 3, 4    ; CA 
High Calibre Turret,7,-1,  Ast, Ato, 2, 0    ; Cmb
Naval Technology,   5, 0,  nil, nil, 2, 0    ; Cmn
Advanced Piston,    5, 1,  Rad, AFl, 3, 0    ; Cmp
Churchill,          6,-2,  Feu, Ldr, 2, 4    ; Csc
City Renewal,       6, 2,  Cur, nil, 0, 2    ; Cst
Weapon Exports,     4, 0,  Ban, Ato, 2, 1    ; Cor
Basic Economics,    7, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Modern Finance,     4, 1,  Ban, nil, 2, 1    ; Eco
T-34/76,            7,-2,  Feu, Gue, 2, 4    ; E1 
Axis,               1, 0,  U1,  no,  3, 2    ; E2 
Tank Destroyers,    5,-1,  Cmb, nil, 0, 0    ; Eng
Standard Parts,     4, 0,  Eng, nil, 3, 3    ; Env
Heavy Chassis,      5,-1,  Mag, nil, 3, 0    ; Esp
Foxer,              5,-1,  RR,  Env, 2, 3    ; Exp
Torsion Suspension, 5,-1,  Ato, nil, 0, 3    ; Feu
Sloped Armor,       6,-1,  Alp, nil, 2, 0    ; Fli
Soviet,             1, 0,  U1,  no,  2, 2    ; Fun
Panzer V Panther,   5,-2,  Fli, Las, 3, 4    ; FP 
Panzer VI Tiger,    5,-2,  Esp, Las, 3, 4    ; Gen
KV-1,               7,-2,  Ato, CA,  3, 4    ; Gue
Gunpowder,          6,-2,  no,  no,  1, 0    ; Gun
Cromwell,           5,-2,  Cmb, Csc, 0, 4    ; Hor
300 HP Engine,      6, 0,  Map, nil, 2, 3    ; Ind
Ju87 Stuka,         7,-2,  Roc, E2,  1, 4    ; Inv
Il-2 Sturmovik,     7,-2,  Roc, Fun, 0, 4    ; Iro
Hawker Typhoon,     7,-2,  Roc, Rep, 3, 4    ; Lab
Panzer IV,          7,-2,  Cmb, Che, 3, 4    ; Las
M4-A1 Sherman,      7,-2,  Wri, Ato, 1, 4    ; Ldr
T-34/85,            7,-2,  Cmb, Gue, 0, 4    ; Lit
Formation Bombing,  5,-1,  The, AFl, 2, 0    ; Too
700 HP Engine,      4,-1,  Feu, nil, 1, 3    ; Mag
Modern Education,   6, 2,  nil, nil, 0, 2    ; Map
Everyone,           1, 1,  nil, nil, 0, 2    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
King Tiger,         3,-2,  FP,  Gen, 0, 4    ; Mat
M26 Pershing,       5,-2,  Esp, Hor, 1, 4    ; Med
IS-2 Stalin,        5,-2,  Esp, Amp, 1, 4    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Kill Statistics,    5, 0,  Cer, Cmb, 1, 2    ; MT 
Women's Role,       2, 0,  Roc, Cmp, 0, 1    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  SE,  nil, 3, 3    ; NF 
Atomic Bomb,        6,-2,  The, NF,  3, 4    ; NP 
Jet Engine,         7, 0,  San, Mag, 1, 3    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  nil, 0, 2    ; PT 
War Adjustment,     8, 0,  nil, nil, 0, 2    ; Pot
Twin Fusulage,      6,-1,  San, Rep, 3, 0    ; Rad
ADSIC/Sonar,        6, 0,  War, Rep, 2, 3    ; RR 
Radial Engine,      6, 0,  San, E2,  3, 3    ; Rec
Yak 3,              5,-2,  San, Fun, 2, 4    ; Ref
Stug IV,            6,-2,  Eng, Las, 3, 4    ; Rfg
Allies,             1, 1,  U1,  no,  0, 2    ; Rep
JagdPanther,        4,-2,  Eng, FP,  3, 4    ; Rob
Ground Attack,      6,-2,  Ato, nil, 3, 0    ; Roc
Wind Tunnel,        6, 1,  Ast, nil, 2, 3    ; San
ME 262,             4,-2,  Phi, Rec, 0, 4    ; Sea
Gloster Meteor,     4,-2,  Phi, Cmp, 3, 4    ; SFl
Acoustic Torpedo,   2,-1,  E2,  nil, 3, 0    ; Sth
Rocket Engine,      5, 0,  Phi, Env, 2, 3    ; SE 
Radar Detector,     2, 0,  Sth, nil, 2, 3    ; Stl
ClosedCircle Engine,2,-1,  Stl, nil, 3, 3    ; Sup
SU-100,             5,-2,  Lit, Eng, 2, 4    ; Tac
Large Airframe,     7, 0,  Cmb, nil, 1, 3    ; The
Heinkel 277,        5,-2,  The, Rec, 1, 4    ; ToG
Tank Radio,         7, 0,  nil, nil, 0, 0    ; Tra
Pressurized Cabin,  3, 0,  Too, Mag, 1, 3    ; Uni
Covert Operations,  6,-1,  CoL, Tra, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Blitzkreig Shock,   6,-2,  U1,  nil, 1, 0    ; Wri
Future Technology,  1, 0,  SE,  nil, 3, 3    ; FT 
NoNo,               3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
Caucasus Lost,      1, 0,  U1,  nil, 0, 0    ; U3 
Axis Fighter,       6,-2,  U1,  nil, 0, 4    ; X1 
Allied Fighter,     6,-2,  U1,  nil, 0, 4    ; X2 
Axis Bomber,        6,-2,  U1,  nil, 0, 4    ; X3 
Allied Bomber,      6,-2,  U1,  nil, 0, 4    ; X4 
Soviet Fighter,     6,-2,  U1,  nil, 0, 4    ; X5 
Oil Fields Gone,    1, 0,  U1,  nil, 0, 0    ; X6 
Suez Canal Closed,  1, 0,  U1,  nil, 0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    Mas,
Repair Depot,              4, 1,    nil,
Victory Gardens,           4, 0,    Pot,
Cinema,                    4, 1,    Cer,
Black Market,              8, 0,    Cur,
Grade School,              8, 1,    Map,
Secret Police,             8, 1,    CoL,
City Fortifications,      10, 3,    Pot,
Modern Utilities,          8, 2,    Cst,
Bank,                     12, 2,    Ban,
Propaganda Centre,        12, 2,    MT, 
University,               16, 2,    Map,
Mass Transit,             16, 4,    no, 
Cathedral,                20, 1,    nil,
Industrial Estates,       20, 3,    Mas,
Coffee Breaks,            28, 2,    Ind,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Electric Dam,       24, 4,    Mag,
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Subway System,            12, 2,    San,
Food Rationing,            8, 1,    The,
Rail Nexus,               20, 3,    Ast,
Research Facility,        16, 3,    Esp,
AA Network,               24, 3,    Roc,
Coastal Battery,           8, 3,    Cmn,
Logistics Centre,         32, 4,    Env,
Harbor,                    6, 1,    Cmn,
Godown,                   16, 2,    Cmn,
Airport,                  16, 3,    no, 
Women's Auxillary,         6, 2,    Mys,
Port Facility,             8, 4,    Cmn,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Massive Population,       40, 0,    Mas,
Gestapo,                  40, 4,    Mas,
Swiss Banking,            40, 0,    Mas,
Snorchel,                 40, 0,    Stl,
Great Library,            30, 0,    no, 
Youth Movement,           40, 0,    Cer,
Great Wall,               30, 0,    no, 
Guderian's Academy,       40, 0,    Mas,
Industrial Revolution,    40, 5,    Mas,
Marco Polo's Embassy,     20, 0,    no, 
War Heroes,               40, 4,    MT, 
Max Planck Institute,     40, 2,    Mas,
Enigma Decoding,          40, 0,    RR, 
British Resolve,          40, 0,    Mas,
Leonardo's Workshop,      40, 0,    no, 
Democratic Ideals,        40, 9,    Mas,
Scientist Internment,     40, 0,    E1, 
After Great Depression,   40, 9,    Mas,
Defecting Scientists,     50, 0,    War,
Statue of Liberty,        40, 0,    no, 
Non-Alignment,            40, 0,    Mas,
USO,                      40, 5,    Mys,
Rosie the Riviter,        60, 2,    The,
Manhattan Project,        80, 0,    NF, 
Neutrality Concept,       40, 0,    Mas,
Apollo Program,           60, 0,    no, 
Z3/E.N.I.A.C.,            60, 0,    Feu,
Atlantic Charter,         40, 0,    Chi,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
U3,         ; Massive Population
nil,        ; Gestapo
nil,        ; Swiss Banking
nil,        ; Snorchel
no,         ; Great Library
nil,        ; Youth Movement
nil,        ; Great Wall
X6,         ; Guderian's Academy
nil,        ; Industrial Revolution
nil,        ; Marco Polo's Embassy
nil,        ; War Heroes
nil,        ; Max Planck Institute
nil,        ; Enigma Decoding
nil,        ; British Resolve
nil,        ; Leonardo's Workshop
nil,        ; Democratic Ideals
nil,        ; Scientist Internment
X7,         ; After Great Depression
nil,        ; Defecting Scientists
nil,        ; Statue of Liberty
nil,        ; Non-Alignment
nil,        ; USO
nil,        ; Rosie the Riviter
nil,        ; Manhattan Project
Pot,        ; Neutrality Concept
nil,        ; Apollo Program
nil,        ; Z3/E.N.I.A.C.
nil,        ; Atlantic Charter


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
I-16 Type18,  Ref, 1,  4.,2,  7a,7d,  1h,2f,  3,0,  3, X5,  000000000010000
B17 F-Fortress,Uni, 1,  7.,4, 28a,8d,  1h,2f,  9,0,  0, AFl, 000000000000000
Torpedo,      nil, 1,  1.,1, 28a,1d,  1h,2f,  1,0,  0, E2,  001000000001000
Yak-3,        nil, 1,  6.,2, 13a,13d, 1h,2f,  4,0,  3, Ref, 000000000010000
P-38 Lightning,Cmp, 1, 10.,4, 13a,12d, 1h,2f,  6,0,  4, Rad, 000000000010001
ME Bf-110C,   ToG, 1,  7.,4, 10a,8d,  1h,2f,  5,0,  3, X1,  000000000010001
Panzer III,   Las, 0,  2.,0, 20a,16d, 1h,2f,  5,0,  0, Che, 000000000000000
Fort,         nil, 0,  0.,0, 24a,15d, 3h,2f, 25,0,  2, no,  010010000000000
Soviet Div,   nil, 0,  1.,0, 12a,10d, 1h,2f,  2,0,  1, Fun, 000100001000000
Militia,      nil, 0,  1.,0, 10a,10d, 1h,2f,  2,0,  1, nil, 000001001000010
Spitfire Mk I,Cmp, 1,  5.,2, 10a,10d, 1h,2f,  4,0,  3, X2,  000000000010000
ME Bf-109E,   Rec, 1,  5.,2, 10a,10d, 1h,2f,  4,0,  3, X1,  000000000010000
Wehrmacht Div,nil, 0,  1.,0, 12a,10d, 1h,2f,  2,0,  1, E2,  000000001000000
Airborne Div, nil, 0,  1.,0, 14a,13d, 1h,2f,  5,0,  0, San, 000000101000010
Allied Div,   nil, 0,  1.,0, 12a,10d, 1h,2f,  2,0,  1, Rep, 000000001000000
Panzer II,    nil, 0,  3.,0, 15a,11d, 1h,2f,  4,0,  2, Bri, 000000000000010
BT-7,         nil, 0,  3.,0, 18a,12d, 1h,2f,  5,0,  2, CA,  000000000000010
AA Battery,   nil, 0,  1.,0, 16a,11d, 1h,2f,  6,0,  1, Pot, 010010000010000
M3 Stuart,    nil, 0,  3.,0, 15a,10d, 1h,2f,  4,0,  2, Bro, 000000000000010
P-51 Mustang, nil, 1,  8.,2, 14a,14d, 1h,2f,  5,0,  3, Cmp, 000000000010000
Wellington,   Too, 1,  7.,4, 28a,6d,  1h,2f,  7,0,  0, X4,  000000000000000
He 111,       ToG, 1,  7.,4, 28a,6d,  1h,2f,  7,0,  0, X3,  000000000000000
Pz 6 Tiger,   nil, 0,  1.,0, 37a,29d, 1h,2f,  8,0,  0, Gen, 000000001000000
Pz Grenadier, FP,  0,  2.,0, 14a,13d, 1h,2f,  3,0,  2, Che, 000000001000000
King Tiger,   nil, 0,  1.,0, 42a,33d, 1h,2f, 11,0,  0, Mat, 000000001000000
IS-2 Stalin,  nil, 0,  2.,0, 37a,26d, 1h,2f,  8,0,  0, Met, 000000001000000
M-26 Pershing,nil, 0,  2.,0, 35a,26d, 1h,2f,  8,0,  0, Med, 000000001000000
Lancaster,    nil, 1, 10.,4, 43a,7d,  1h,2f,  8,0,  0, Too, 000000000000000
HE-277,       nil, 1, 10.,4, 43a,7d,  1h,2f,  8,0,  0, ToG, 000000000000000
B29 S-Fortress,nil, 1, 12.,4, 53a,12d, 1h,3f, 10,0,  0, Uni, 000000000000000
Matilda II,   Csc, 0,  1.,1, 18a,18d, 1h,2f,  5,0,  0, Chi, 000000000000000
Panzer IV,    nil, 0,  2.,0, 25a,21d, 1h,2f,  6,0,  0, Las, 000000000000000
T-34/76,      Lit, 0,  2.,0, 26a,24d, 1h,2f,  6,0,  0, E1,  000000000000000
M4-A1 Sherman,Hor, 0,  2.,0, 23a,19d, 1h,2f,  6,0,  0, Ldr, 000000000000000
KV-1,         Lit, 0,  1.,0, 23a,21d, 1h,2f,  6,0,  0, Gue, 000000000000000
Churchill,    Hor, 0,  1.,0, 27a,21d, 1h,2f,  6,0,  0, Csc, 000000000000000
Panther,      nil, 0,  2.,0, 32a,26d, 1h,2f,  7,0,  0, FP,  000000001000000
Capital Ship, nil, 2,  3.,0, 40a,25d, 2h,2f, 12,0,  2, Cmn, 000000000010000
Sub-Hunter,   nil, 2,  4.,0, 30a,20d, 1h,2f,  6,0,  2, RR,  100000000000001
Meteor,       nil, 1,  6.,2, 17a,17d, 1h,2f,  7,0,  3, SFl, 000000000010000
ME 262,       nil, 1,  5.,2, 18a,18d, 1h,2f,  7,0,  3, Sea, 000000000010000
Liberty Ship, nil, 2,  3.,0,  0a,10d, 1h,2f,  3,6,  4, Exp, 000000000000000
Fleet Carrier,nil, 2,  3.,0,  0a,20d, 2h,2f, 16,0,  2, Cmn, 000000010000001
U-boat IX-B,  Sup, 2,  3.,0,  0a,20d, 1h,2f,  6,0,  2, E2,  000000000001000
U-boat VII-C, Sup, 2,  4.,1,  0a,24d, 1h,2f,  5,0,  2, Sth, 000000000001000
Atomic Bomb,  nil, 1, 13.,1, 99a,5d,  1h,2f, 19,0,  0, NP,  001000000000000
Commando Bn,  nil, 0,  1.,0,  0a,13d, 1h,2f,  5,0,  6, War, 000011000001010
U-boat XXI,   nil, 2,  5.,0,  0a,28d, 1h,2f,  8,0,  2, Sup, 000000000001001
Merchant Cargo,Exp, 2,  2.,0,  0a,5d,  1h,2f,  3,4,  4, Cmn, 000000000000000
Land Convoy,  nil, 0,  2.,0,  0a,5d,  1h,2f,  6,0,  7, Tra, 000000000000010
T-35/85,      nil, 0,  2.,0, 35a,24d, 1h,2f,  7,0,  0, Lit, 000000000000000
PzIV Whirlwind,nil, 0,  2.,0, 16a,12d, 1h,2f,  7,0,  3, Fli, 010000000010000
FW 190D,      Sea, 1,  6.,2, 14a,14d, 1h,2f,  5,0,  3, Rec, 000000000010000
75mm ATBattery,nil, 0,  2.,4, 10a,15d, 1h,2f,  4,0,  1, Cmb, 000010000000000
Cromwell,     nil, 0,  2.,0, 30a,24d, 1h,2f,  7,0,  0, Hor, 000000000000000
V-1 / Fritz-X,nil, 1,  6.,3, 35a,12d, 1h,2f,  3,0,  0, SE,  001000000000000
Typhoon,      Iro, 1,  5.,2, 28a,9d,  1h,2f,  5,0,  0, Lab, 000000000000000
Ju87 Stuka,   Lab, 1,  5.,2, 24a,8d,  1h,2f,  4,0,  0, Inv, 000000000000000
Sturmovik,    nil, 1,  6.,2, 28a,12d, 1h,2f,  5,0,  0, Iro, 000000000000000
Stug IV,      Rob, 0,  2.,0, 33a,20d, 1h,2f,  6,0,  0, Rfg, 000000000000000
JagdPanther,  nil, 0,  2.,0, 43a,25d, 1h,2f,  7,0,  0, Rob, 000000000000000
SU-100,       nil, 0,  2.,0, 40a,23d, 1h,2f,  6,0,  0, Tac, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,1,   yes, 1, 5, 1,   yes, 1,15,  1,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   yes, 1,10,  1,  Hil,   ; Grs
Forest,     2,3,  1,2,1,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 2,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Beach,      1,2,  1,0,1,   yes, 1,10, 1,   yes, 1, 0,  0,  Drt,   ; Tun
Tundra,     2,2,  0,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Grove,      2,3,  2,0,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   yes, 3, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Titanium,   1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Dense Hardwood,2,3,  1,3,2,
Coal,       2,4,  1,2,0,
Precious Stone,3,6,  0,1,6,
Copper,     1,2,  1,3,2,
Sulphur,    2,2,  1,2,3,
Lignite,    2,3,  0,4,2,
Wine,       2,3,  2,0,4,
Cod,        1,2,  3,0,2,
Crude Oil,  1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Pulp,       2,3,  1,2,3,
Iron,       2,4,  1,3,1,
Diamond,    3,6,  0,0,4,
Aluminium,  1,2,  0,2,3,
Weather Data,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Seperatism,     Generalisimo, Generalisimo
Fascist,        Fuhrer,      Fuhrer
Communism,      Comrade,     Comrade
Democracy,      Prime Minister, Prime Minister
Modern,         President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Josip Broz,   Josip Broz,          0, 5, 0, Neutrals,    Neutral,    -1,  0,  0,     2, Spokesman, Spokesman
Hess,         Hess,                0, 3, 3, Axis,        Axis,        1,  1, -1,     3, Fuhrer, Fuhrer
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Stalin,       Stalin,              0, 1, 3, Soviet Union, Soviet,     1,  1, -1,     4, Commrade, Commrade
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Churchill,    Churchill,           0, 6, 3, Allies,      Allied,     -1,  1,  1,     5, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Mussolini,    Mussolini,           0, 7, 0, Minor Axis,   Minor Axis,    0,  0,  0,     2, Il Duce, Il Duce
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Franco,       Franco,              1, 4, 3, Independents, Independent,   -1,  0,  1,     2, Generalisimo, Generalisimo
de Gaulle,    de Gaulle,           0, 2, 0, Minor Allies, Minor Allied,   0,  0,  0,     5, General, General
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian,  0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Titanium,
Coal,
Silver,
Chromium,
Magnesium,
Tin,
Copper,
Sulphur,
Zinc,
Ferrite,
Phosphor,
Nickle,
Nitrates,
Pulp,
Aluminium,
Gems,

@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Captain 
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













